The Kralorelans
What the histories and other sources tell us
Defenders against evil spirits |
1051 One of the demonic cities of Pent spills demons, ghouls, and the Huan To onto the steppe.
During the Reign of Godunya
1120 Godunya's reign begins. All is sweetness and joy.
1250 Agartu
Say invades Boshan, but is enslaved.
1352 Agartu
Say, now a follower of Zho Lath Ey, achieves Illumination.
He adopts the name Sheng Seleris.
1356-62 Sheng
raids through the Iron Forts into Kralorela
1363 Sheng
conquers Puchai and raids much of Kralorela in the next decade.
-1460 Seleran
Empire. Many of our people are brought
onto the steppes to guard lines of
communication
and to act as infantry and artillery crew in the invasion of the West.
1461-4 Pentans
driven out of Lunar lands.
1503 Pentans
returned to Oraya
1506 Nights of
Horror. The Redlands are abandoned to
the Lunars.
What we can know
from these histories and our other sources
Kralorelan ignorance of what lies beyond their borders is
endemic, and the presence of all save a few exiles and traders on the steppes
appears to date solely from the Seleran Empire.
Those who are here now are, effectively, permanent exiles, since as
those born beyond the Empire they are of no interest to it.
Their Culture
In its entirety, Puchai-in-Pent! Many of those who are accounted dead by
official Kralorelan documents were actually resettled on the steppes.
Their Religious
Traditions
Disconnected from the True Imperial Draconic Reverence of
Kralorela, familiar names have been applied to animistic spirits discovered on
the steppe.
Kargzant, the Solar Dragon |
The Path of the Dragon Tradition (Dragon)
Mythos and History
When the happy inhabitants of the glorious Empire were
decimated and the survivors enslaved, they found themselves in a land without
the benefit of the Emperors, and with less draconic influence and presence than
they were used to. Bewildered, and
magically impoverished, they met the spirits of the steppes, and discovered
that some had mastery of the land, some had draconic powers, and others
resembled the Little Mandarins from home. They were eagerly embraced as another
means of survival.
Nature of the Cult
The dominant path for all Kralorelan descended males on
the steppe.
Depiction
Dragons, accompanied by their (Kralorelan) runes and
symbols of their powers.
Particular Likes
and Dislikes
Likes anything Kralorelan, dislikes anything of
Ignorance.
Cult Organization
and Holy Places
Absolute rigidity of hierarchy and practice typify the
path. Senior shamans command the
complete obedience of their juniors, and they in turn command their
followers. Only rulers can command
shamans, and most have the wisdom to consult before issuing commands.
Holy Days
At the whim of the most powerful local shaman.
The Kargzant
Spirit Society (Sun, Dragon)
The Spirits of the Society are not to be lightly used,
since they are of the Sky Herd closest to Kargzant himself. Leaders usually leave them untouched if other
powers may accomplish the task.
Imperial Sun Spirits (Sun) – These spirits can blaze with
the brightness of the noonday sun, and can be released to drive off lesser
solar powers. They are the sign of the
true Exarch.
The taboo is Never Refuse A Challenge
Slaver-Chaser Spirits (Sun) – These spirits can be used
to chase off Slavers, to break their bonds – be they physical or magical, and
to exorcise possessing spirits.
The taboo is Never Submit To A Foreigner
Dragon Horse Spirits (Dragon) – These spirits can
strengthen a mount in every physical way, can defend it against magic, and can
act to appease a draconic being.
The taboo is Always Care For Your Mount’s Needs Before
Your Own
The Path of the
Dragon Tradition
To join the Tradition, you must first have a Dragon Rune.
For game purposes, any hero with a Dragon Rune can join
the Tradition at the same rating as their Dragon Rune. Simply add Path of the
Dragon Tradition (Dragon) keyword after the Dragon Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the
Tradition are chosen from amongst the spirits of the Spirit Societies present
in the clan.
Dragon Speakers – Path of the Dragon Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Dragon Speaker, a shaman of the
Dragons.
The Seeker’s Test requires that the candidate offer
themselves as a sacrifice to the Dragon they follow. If they are not consumed, they discover their
Dragon Self.
The Fetch
The Dragon Self manifests as a scaled version of the
shaman. The Dragon Self performs all
the functions of a fetch (cf. HeroQuest pg. 114)
Spirits of
Reprisal
The apostate will appear both vulnerable and desirable to
any spirit encountered.
Tradition Spirits
Kralorelan Names
Imperial Sun Kargzant
Leader Shavaya
Elder Tan
Gat Ha
Warrior Vayobi
Founder Heen
Maroun
Polestar Vashanti
Hawk Yanoor
Speaker to Walkers Daruda
Path Finder Metsyla
Foresight & Death Talker Mikaday
The Path of the Earth Tradition (Earth)
Mythos and History
When the happy inhabitants of the glorious Empire were
decimated and the survivors enslaved, they found themselves in a land without
the benefit of the Emperors, and with less draconic influence and presence than
they were used to. Bewildered, and
magically impoverished, they met the spirits of the steppes, and discovered
that some had mastery of the land, some had draconic powers, and others
resembled the Little Mandarins from home. They were eagerly embraced as another
means of survival.
Nature of the Cult
The dominant path for all Kralorelan descended females on
the steppe.
Depiction
Dragons, accompanied by their (Kralorelan) runes and
symbols of their powers.
Particular Likes
and Dislikes
Likes anything Kralorelan, dislikes anything of
Ignorance.
Cult Organization
and Holy Places
Senior shamans command the rather-less-than-complete
obedience of their juniors, and they in turn advise their followers. Only rulers can command shamans, and most
have the wisdom to consult before issuing commands.
Holy Days
At the whim of the most powerful local shaman.
Halisayan Of All
The Earth (Earth, Mastery)
She is the keeper of all the riches that can be
discovered in Pent.
Humility Spirits (Mastery) – These may be used to boost
virtues that are regarded as suitable for a Kralorelan wife and/or mother, and
to remove pride from those who suffer from it.
They can be used to shame a husband by demonstrating his wife’s obedient
nature.
Earth Spirits (Earth) – These can assist in farming and
foraging, and in making pottery. They
may be released to combat spirits associated with other elements.
The Path of the
Earth Tradition
To join the Tradition, you must first have an Earth Rune.
For game purposes, any hero with an Earth Rune can join
the Tradition at the same rating as their Earth Rune. Simply add Path of the
Earth Tradition (Earth) keyword after the Earth Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the
Tradition are chosen from amongst the spirits of the Spirit Societies present
in the clan.
Earth Voices – Path of the Earth Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become an Earth Voice, a shaman of the
Dragons.
The Seeker’s Test requires that the candidate be buried
for a day and a night in a remote place and left without company, with only
their face uncovered. If they live and
dig themselves out, they uncover their Earth Heart.
The Fetch
The Earth Heart manifests as a misty brown pig,
sacrificed and bleeding from its cut throat, yet mobile. The Earth Heart performs all the functions
of a fetch (cf. HeroQuest pg. 114)
Spirits of
Reprisal
The Court of Halisayan |
The apostate loses any ability to care for the Earth.
Tradition Spirits
Kralorelan Names
First Wife Halisayan
Earth Mother Krala
Teacher Miyo
The Path of Hell Tradition (Disorder)
Mythos and History
When the happy inhabitants of the glorious Empire were
decimated and the survivors enslaved, they found themselves in a land without
the benefit of the Emperors, and with less draconic influence and presence than
they were used to. Furious, they turned
to Bodkartu as defender and avenger.
Nature of the Cult
The refuge for all those who simply feel hatred for the
steppe and all others on it.
Depiction
Bodkartu, in her usual form.
Particular Likes
and Dislikes
Detests Halisayan (called ‘Weak-Sister’) and anything
connected with Sheng Seleris.
Cult Organization
and Holy Places
The local cult is independent and self-sufficient.
Holy Days
At the whim of the most powerful local shaman.
The Path of Hell Tradition
To join the Tradition, you must first have a Disorder
Rune.
For game purposes, any hero with a Disorder Rune can join
the Tradition at the same rating as their Disorder Rune. Simply add Path of
Hell Tradition (Disorder) keyword after the Disorder Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112).
Strong Sisters – Path of Hell Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Strong Sister, a shaman of the
Bodkartu.
The Seeker’s Test requires that the candidate offer
themselves as a sacrifice toBodkartu. If
they are not consumed, they discover their Strong Spirit.
The Fetch
The Strong Spirit manifests as a larger and more muscular
version of the shaman. The Strong
Spirit performs all the functions of a fetch (cf. HeroQuest pg. 114)
Steppe-Demon servant of Bodkartu |
Spirits of
Reprisal
The cultists undertake all reprisals in very brutal and
gory fashion.
Tradition Spirits
Kralorelan Names
Wrath Bodkartu
The Path of the Storm Tradition [Storm]
Mythos and History
While the spirits gathered into this Path had long been
followed by the some of the Steppe peoples, most of their natures had been
misunderstood, and they had been viewed as hostile or distorted spirits that
were independent of any Tradition. It
was only after the Nights Of Horror, as the People sought for spirits with whom
to take refuge, that they were perceived as being worthy of a Path of their
own. They were eagerly embraced as
another means of survival.
Nature of the Cult
A refuge for those who have not found the Path of Fire an
adequate answer to the Lunar challenge, and who loathe the prospect of turning
to Bodkartu .
Depiction
Four dragons, each accompanied by the rune appropriate to
their cardinal direction.
Particular Likes
and Dislikes
Hates anything Lunar.
Cult Organization
and Holy Places
There is a distinct lack of organisation within the cult,
with local and wandering Wind Dragons leading rites when called upon, or at
their whim. Followers may choose to
attach themselves to a Wind, or to stay within their community.
Holy places at the whim of the most powerful local Dragon
Wind.
Holy Days
At the whim of the most powerful local Dragon Wind.
The Path of the
Storm Tradition
To join the Tradition, you must first have a Storm Rune.
For game purposes, any hero with a Storm Rune can join
the Tradition at the same rating as their Storm Rune. Simply add Path of the
Storm Tradition (Storm) keyword after the Storm Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the Tradition
are chosen from amongst the spirits of the Spirit Societies present in the
clan.
Dragon Winds – Path of the Storm Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Dragon Wind , a shaman of the
Storm.
The Seeker’s Test requires exposure to the storm that was
their primary Spirit Society. If the
Wind-to-be succeeds, then they discovers their Tempest.
The Fetch
The Tempest manifests as a seething cloud above the
Wind’s head. The Tempest performs all
the functions of a fetch (cf. HeroQuest pg. 114)
Spirits of
Reprisal
The apostate will attract the interest of every Storm
spirit near them. Life will be a
miserable struggle, simply to keep on one’s feet.
Satirical painting of the East Sting Dragon Wind disrupting an Ignorant festival |
Tradition Spirits
Kralorelan
Names
Leader West
King Wind Dragon
Warrior North
War Wind Dragon
Whispering Wind South
Rage Wind Dragon
Body Marker East
Sting Wind Dragon
Kralorelan Names
They use their ancestral names from ancient Puchai, along
with the class consciousness. Leaders
have two names, chieftains and ‘mandarins’ have three. These are combined with a nickname.
Places and peoples have two to four names, frequently
joined into one, or hyphenated to two.
Males
Chang, Hin, Hong, Ju, Laon, Lai, Shian, Ye-Luin, Fuang, De’a,
Tau, Bue, Hio’an
Females
Yan, Wing, Po, Mu, Lao, Kai, Hsuan, He, He’ang, Fio’an,
Be’a, Tan
No comments:
Post a Comment